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v0.3.4
Rogue Mode on the title - a run of FF3's battles in three acts, with rewards, elites and bosses - and the battle hooks it is built on; the job change scene for mods' menus; a fix for the Config screen crashing on a replaced menu text.
Added
- Jobs:
Game.Party.ChangeJob(id, job, done)- from a mod's menu screen, the game's own job change scene (the hero on a stage, the crystal's light, the new job's figure at the flash), thendonewith whether the job changed. - Mastery: changing jobs from its Jobs screen plays that scene, as the game's Job menu does.
- Battles:
Game.Battle.Start(MonsterGroup, battleMap, options)- a monster party made in code;BattleOptions.LossReturnsends a wipe on the field. - Battles:
BattleMonstersReady,BattleDamage,BattleTurnStarting,BattleUnitFell,BattleRewardsandGame.Battle.Units- a monster's stats for one battle, a hit's damage, a turn, a fall (and a revive), the spoils. - Rogue Mode sample: a run of FF3's battles from the title - acts, a job budget, rewards and rerolls, passives, elites, bosses, seeds.
- Test drives:
repeat <key> <seconds> until <regex>- a key pressed every so often until a log line comes (a battle's spoils, and no press past them). - HUD:
Game.Hud.FieldButtons- the field's Menu, Map and Talk buttons taken down while a mod's screens stand in for the field.
Fixes
- Menus:
Game.Menus.Openfrom the field opens the mod's screen, not the main menu. - Menus: a mod's screen leaving for the field, or for another of the mod's screens, no longer flashes the game's plain backdrop; the screen's own background stays up through the fade.
- Config: the game's Config screen no longer crashes when the menu text (
eureka_menu.msd) lacks one of its rows' words (a replaced game file); the row is left blank and the log names it.